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GAMES BOOK

For the Program i

Introduction & Acknowledgements

Healthy P.A.L.S. is a peer-led program in which children are trained to be Healthy P.A.L.S. Student Leaders to plan and lead fun and safe activities on the at recess. It was created by the Region of Peel Public Health Department, and later adapted by other health units, e.g. Simcoe Muskoka District Health Unit and Halton Region.

The objectives of the Healthy P.A.L.S. program are: 1. To increase physical activity in the playground. 2. To decrease conflict and reduce the incidence of playground bullying. 3. To provide leadership opportunities and build Developmental Assets® for students.

This book contains an assortment of activities as selected by school staff at Halton District School Board. It is intended to be used as a supplement to the original Healthy P.A.L.S. program Games Book for facilitating the Healthy P.A.L.S. program.

It was developed in collaboration with:

Jan Bays Health and Physical Education Teacher (Tecumseh P.S.) Brenda Soper Manning Public Health Nurse, Halton Region School Years Program April Redor Public Health Nurse, Halton Region School Years Program Rebecca Richardson Curriculum Consultant, Halton District School Board Tatijana Kulis Sousa Temporary Program Assistant, Halton Region Health Department Milena Trojanovic Health and Physical Education Teacher (C.H. Norton P.S.) Kaitlyn Visser Public Health Nurse, Halton Region School Years Program Marnie Watt Health and Physical Education Teacher (C.R. Beaudoin P.S.) Tanya Woods Curriculum Consultant, Halton District School Board

Reproduced and/or adapted with the permission of The Regional Municipality of Halton ii

Table of Contents

Introduction Introduction………………………..……………i Table of Contents…………..……….…….iii Acknowledgements…………………………ii Safety on the Playground……….…..vii

Ball Games Alaskan Baseball………………………………1 One Wall Handball………………………..13 Alphabet Sequence………………………...2 Ordinary Dictionary……………………..14 Are You Coming Out, Sir?...... 3 Sevens……………………..………………….....15 Ball’s Eye……………………………………………4 SPUD……………………..…………………….....16 Beat the Leader………………………….…..5 Team Ball’s Eye…………………………...... 17 Catch ‘Em All…………………………………….6 Towers……………………………………..………18 Circle The Ball………………………………...7 Triangles……………………..……………...... 19 Elephant…………………………………..……….8 Add Your ...…………………..………20 ……………………………………..9 Add Your Game...……………………..……21 Hamburger Haven………………………….11 Add Your Game...……………..……………22 Add Your Own Game…………………….12

Tag Games Knights of the Round Table…….….23 Tall Chase……………………………….……...25 Steal the Banana………………..…….....24 Add Your Game..……………..………….…26

Skipping Games Acka Backa, Soda Cracker………….27 Ropes………….………….………….…………….33 All in Together………….…………………..28 Sports Car………….………….………….…..34 Alphabet Rhyme………….………………..29 Teddy Bear, Teddy Bear……………..35 Apples, Peaches, Pears, and Two Little Hummingbirds…………...36 Plums……………..………….……..….………….30 Add Your Game…………..…………………37 ………….………….………….31 Add Your Game..……………………………38 Engine, Engine………….……………………32 iii

Table of Contents (continued)

Elastics & Games Intro……………39 Hopscotch…………………………………….43 Basic Chinese Jump Rope……………40 Variations of Chinese Jump Rope…………………………………….41 Other Chinese Jump Rope Patterns……………………………….……….42

Marble Games Basic Shooting Techniques…………45 Hundreds……………………………………..…50 Basic Terms...…………………..46 Poison……………………………………………...51 Boss-Out…………………………………………47 Ringer...………………………………………..…53 Add Your Game………...…………….…….48 Skelly………………………………………………55 Bunhole……………………………………………49 Add Your Game...………………………..…56

Indoor Games Baseball Roundup…………………….……57 Dance Fever…………………………………..60 Circle Delight…………………………….…58 Electric Shock………………………….……61 Classroom Paper Ball………………..…59 Add Your Game…………..…………………62

Winter Games Fox and Goose……………………………... 63 Snow Scooper…..……………………………65 Snowy Ball…….…………………………..…..64 Add Your Game...…………..………………66

Clapping Games Miss Mary Mack………………………….…67 Add Your Game...…………………….….…70 See See My Playmate………………..…68 Add Your Game…..………………..…….…71 Stella Ella Olla………………………………69 Add Your Game……….....…………………72

Rock, Paper, Scissors (RPS) Games Alligator……………………………………….…73 Ya Baby…………………………………………..74

Sources Sources……………………………………………75 iv Safety on the Playground

1. You must provide a safe physical space. Check your activity area for possible hazards. Report any problems to teachers or playground supervisors. 2. Ensure your activity area is supervised. 3. If an injury occurs no matter how small: • one person stays with the injured student; • one person is sent to find a teacher on duty or go to the office; • STAY CALM! • If the injured person cannot move an extremity, or if it hurts too much, keep it as still as possible. 4. Other things to keep in mind are: asthma, diabetes, allergies (school policy/procedures), bee stings (school EpiPen procedure), seizures, and concussion protocols.*

Safety on the Playground (continued)

5. Give explanations when they are needed to make sure everyone understands the rules and expectations. Gentle reminders about expected behaviour and cooperation may be needed from time to time. • Make sure everyone understands the rules. • Make sure equipment is safe and in good condition. • Routine safety checks of your activity area. 6. Listen for thunder; remind participants of sunscreen and

hats when it is warm and hats and mittens when the weather

is cold.

“If you hear it, clear it. If you see it, flee it!”

*Teacher supervisors should be aware of HDSB Safety Guidelines. Review generic section of curricular guidelines for specific details pertaining to the above.

Adapted from: PROPS: An implementation guide to an active playground 1

Alaskan Baseball BALL GAMES

What’s Needed:  When the outfield team yells “STOP,” the  2 teams of 5-10 players each team adds up the number of runs.  1 large ball  The team lines up again behind home plate.  4 pylons for bases & home plate Outfield team: How to Play:  All players on the team chase the ball after the infield team throws/kicks it.  Set up the pylons for the 3 bases and  The first player to reach the ball holds it home plate. over his/her head. The rest of the team  Just like baseball, 1 team is at bat and lines up behind that player. the other team is in the outfield.  The first player passes the ball over Infield team: his/her head to the second player who passes it between his/her legs to the next  The first player at bat kicks/throws the player. Repeat until the ball gets to the ball to the outfield.

last person.  The team runs around the bases  When the ball gets to the last person the counting each run until the outfield team sits down and yells “STOP.” team yells “STOP.”  Teams trade places after three “at bats.”

Alphabet Sequence

What’s Needed:  15-30 players  1 large bouncy ball Variation: How to Play:  Choose topics such as food,  Players form a large circle. animals, places etc.  The first person with the ball says “A” and says a word that starts with the letter A.  The player tosses the ball to another player. This player says “B” and a word that begins with the letter B.  The game continues until the letter Z is reached. BALL GAMES BALL

2 2 3

What’s Needed: Are You Coming Out, Sir? BALL GAMES  1 player  A ball in a nylon stocking Other Consideration: What’s Needed:  A wall • Ensure a softer ball is used and • 1 player participants do not intentionally hit • A ball in a nylon stocking How to Play: other players as ball bounces off the  The player stands with his/her back against • A wall wall. the wall. Swing nylon, bouncing ball from How to Play: Rhyme: side to side. • The player stands with his/her back Hello, hello, hello, sir,  Players recite the poem. On each sir, the against the wall. Swing nylon, bouncing ball Are you coming out, sir? player lifts his/her right leg and bounces from side to side. No, sir. Why, sir? ball under it. • Player recites the poem. On each sir, the Because I’ve got a cold, sir,  Players may create their own patterns player lifts his/her right leg and bounces Where’d you get the cold, sir? including bouncing the ball under left leg, ball under it. At the North Pole, sir, under arms or overhead and between legs. • Player may create their own patterns including bouncing the ball under left leg, What were you doing there, sir?

under arms or overhead and between legs. Catching polar bears, sir How many did you catch, sir? One, sir, two, sir, three, sir, That’s enough for me, sir.

Ball’s Eye

What’s Needed:  1 or more players What’s Needed:  1 ball • 1 or more players  Chalk • 1 ball How to Play: • Chalk  Choose a large wall without windows. How to Play:  Draw a bull’s-eye on the wall with chalk. • Choose a large wall without windows.  Throw the ball at the wall. Remember what Start with three big circles and add more • Draw a bull’s-eye on the wall with chalk. circle it hits. The ball must bounce once as you get better. Start with three big circles and add more before you catch it. If you catch it after as you get better. one bounce, you get the number of points  Write a number in each circle. This is the • Write a number in each circle. This is the written in the circle you hit. number of points a player wins for hitting number of points a player wins for hitting BALL GAMES BALL  If the ball bounces 2 or more times before that circle with the ball. that circle with the ball. you catch it, you don’t get any points.  Draw a line five giant steps away from the • Draw a line five giant steps away from the wall. This is your shooter line. wall. This is your shooter line.  The player to earn 50 points first wins. 4 4 5 5 Beat the Leader BALL GAMES What’s Needed:  Tennis balls  1 large container

How to Play:  Place a lot of tennis balls inside a large Variations: plastic container.  Increase or decrease the  The leader in the middle is ‘it’ and must try number of balls. to empty the container by throwing out all  Add equipment such as gator the balls one by one. balls, Frisbees, or bean bags.  The rest of the players try to make sure the tennis balls get back inside the container before the container empties.

Catch ‘Em All

What’s Needed:  50 tennis balls  5-6 towels or blankets

How to Play: Variations:  Players work in groups of 2-8 with a towel,  Toss balls to each other and a blanket or a tarp. Each player holds on to try to catch the balls from part of the blanket. the other group.  Put 10 – 15 tennis balls on the blanket.  Start with one ball each and Players toss the balls at least 2 metres in build as many as possible. the air and then try to catch as many as BALL GAMES BALL possible.

6 6 7 7

Circle the Ball BALL GAMES

What’s Needed: Variation:  Unlimited players  With large groups, you may split the  1 ball group into circles of four or five players. How to Play:  Each circle needs a team name and  For small groups with an even number each player has a number. of players, each player throws the  A player in the first circle will call out ball to a player across from them in “Number three in (Team Name),” and the circle until the ball goes around toss the ball toward that group. seven times.  The correct player catches the ball, calls a number and group name and throws it there.

Elephant

What’s Needed:  The players in the circle block the ball  8 or more players with their “trunks.”  1 large ball  If the ball goes through someone’s legs, that person goes into the middle. How to Play:  Players form a circle standing with feet Other Considerations: shoulder width apart with feet touching  Play without a person in the middle if the their neighbour’s feet. game is becoming boisterous and the player in the middle is at risk for being  Select someone to be in the middle. hit or hurt.

BALL GAMES BALL  All players clasp their arms together in  Players in the circle use their “trunks” to front of them, as though their arms are punch the ball through other players’ an elephant’s trunk (or like a volley ball legs. serve).  If the ball goes through someone’s legs,  The player in the middle uses her “trunk” that person must run around the circle 8 to hit the ball out of the circle through before the game continues. the other player’s legs. 8 9 9

BALL GAMES BALL Four Square

 Each player starts with 10 points. BALL GAMES What’s Needed: Players who lose all of their points  4 players  1 rubber ball are out. Players lose a point if:  Chalk • they close their hand when hitting How to Play: the ball or grab the ball  Draw a square 6 feet long on each side. Divide it • the ball bounces twice before the into 4 smaller squares. Number the squares 1 – 4. player hits it • the ball lands in the player’s own  Draw a start line outside the square # 4. square • the ball goes out of the game  Each player picks a square and stands with feet board without first bouncing it straddling the outside corner. into another player’s square  One player bounces the ball into another player’s • the ball is returned into the square. This player hits the ball into one of the square of a player who is already other player’s squares after one bounce using a out of the game flat, open hand (front or back of the hand). Any (Continued on following page)... other player can hit the ball, even before it bounces once.

10 Four Square (continued)

Variation:

 With more than 4 players, extra players line up behind the starting line.  Players do not have points but move to the end of the line for the same 1 2 reasons they would lose points.  The first person in the line moves into

square #4. If there is a player in # 4, START he/she moves to # 3 and so on. 4 3

 The goal is to get to #1 square without being eliminated.  Play goes on until everyone in line has a chance to join the game.

10 GAMES BALL 11

Hamburger Haven

What’s Needed: BALL GAMES  2 or more teams of 3 or more players each  1 small ball and 1 flying disc (Frisbee) for each team  Hula hoops (optional)

How to Play: Variation:  Select two boundary lines.  Place “hamburgers” around the playing area and give each  Have each team line up behind one line. player a flying disc.  Place “hamburger” (ball) on “tray” (flying disc).  Place hula hoops at intervals  The first person in each team carries the “tray” to around the playing area. the second boundary line. If the “hamburger” falls  Players must find/get off the tray, that person does 3 jumping jacks “hamburgers” and take them before continuing. to their “restaurant” (hula  When the player gets to the boundary, he/she turns hoop).

around and returns with the “tray” to his/her team.  The player with the most  The next player in line repeats the pattern until “hamburgers” wins. everyone has gone.

Add Your Game:______

What’s Needed:  ______ ______ ______

How to Play: Other Considerations:  ______ ______ ______ ______ ______ ______BALL GAMES BALL ______ ______ ______12 13 13

One Wall Handball BALL GAMES

What’s Needed:  Tennis ball or sponge rubber ball  2 or more players

How to Play:  The server may stand anywhere between the wall and the serving line (see diagram).  On the serve, the ball may hit anywhere on the front wall then back over the serving line.  The receiver must wait until the ball has bounced once then hit back to the wall.  If the receiver fails to return the ball, the server gets one point. He/she continues serving until he/she faults or misses the ball.  Any player may go outside the court to return a ball.  The game may be played to 11, 15, or 21 points.

 All players must hit the ball with their hand. Players may not catch the ball then hit it. Two hands are not permitted.

Ordinary Dictionary

What’s Needed: Front Clap (throw ball, clap hands at front  1 or more players  A wall and catch)  1 ball Back Clap (throw ball, clap hands at back and catch) How to Play: One Hand (throw ball with one hand and catch with same hand)  Players do the actions while bouncing the ball Other Hand (throw ball with the other against a windowless wall. hand and catch with same hand)  If a player misses, he/she must start over at One Foot (throw ball standing on one foot the beginning. and catch)  To make it harder, have players use only one Other Foot (throw ball standing on the hand or stand on one foot. other foot and catch) Frontwards (throw ball, twirl hands Ordinary (throw ball against wall and catch) forwards and catch)

BALL GAMES BALL Dictionary (throw ball, put hands on hips and Backwards (throw ball, twirl hands catch) backwards and catch) Stationary (throw ball, be still and catch) Curtsey (throw ball, curtsey and catch) Around the World (throw ball, turn around 12 14 and catch) 15 15

Sevens

Sixies: Throw the ball against the wall, BALL GAMES What’s Needed: get down in a push-up position, then jump  1 player  Rubber ball or tennis up and catch the ball after the first  High wall (no windows) ball bounce. Repeat five times. Sevensies: Throw the ball against the How to Play: wall, clap your hands once in front and  Draw a line about 5 feet from the wall and stand once in back, before catching the ball. behind it. Begin with “onesies.” Repeat this six times.  Onesies: Throw the ball against the wall and catch it. Earn one point for each step and repetition. Twosies: Throw the ball against the wall, let it bounce once in front of the line and catch it. Repeat.  A perfect score (no mistakes) is 25 Threesies: Throw the ball against the wall and clap points. before you catch it. Repeat this two more times. Foursies: Throw the ball against the wall, spin around Other Considerations: and catch it after the first bounce. Repeat this three  Ensure ball is a softer tennis ball or

times, changing the direction of your spin each time. “wall ball” (not lacrosse ball). Fivesies: Throw the ball against the wall, clap twice behind your back and catch it. Repeat this four times.  Players need to watch for others who may be retrieving balls to ensure no one gets hit with an incoming ball.

SPUD

 If the ball makes contact: the target player What’s Needed: receives an “S” (or the following letter in the

BALL GAMES BALL  4 or more players word SPUD). This player throws the ball in the air  1 large bouncy ball and calls a number for the next round. How to Play:  If the ball misses the player or is caught: then the person who threw the ball receives an “S” (or  Assign each player a different number. the following letter in the word SPUD). This  One player tosses the ball into the air and player throws the ball in the air again and calls yells a number. That player catches the another number. ball and all the other players run away.  When a player has all the letters to spell SPUD,  Once the ball is caught, the player yells he/she is out of the game. The last player wins. “SPUD”. All players must stop. Variations:  The player with the ball picks a target BALL GAMES BALL  The person with the ball can take three large and tosses the ball at the player, steps towards their target before they toss the attempting to tag him/her. The target ball. must keep his/her feet on the ground, but 16 he/she may twist, duck or try to catch  Soccer – the player gently kicks the ball at 16 the ball. his/her target’s feet instead of tossing it. 17 17

Team Ball’s Eye BALL GAMES

What’s Needed:  Divide into pairs.  An even number of players  1 or 2 balls  Partners stand facing each other on  Chalk the shooter line on opposite sides of the bull’s-eye. How to Play:  One player tosses the ball onto the  Draw a bull’s eye on the pavement with chalk. bull’s-eye. The partner must catch the Start with three large circles and add more ball before it bounces again and may as you need to. go anywhere to make the catch. If  Write a number in each circle. This is the the ball bounces more than once or is number of points a player wins for hitting dropped, there is no score. The team that circle with the ball. gets the number of points marked on the circle the ball hit.

 From the outside circle, take at least three giant steps. Draw one more circle around the  The first team to reach 50 points bull’s eye. This will be the shooter circle. wins.

Towers

What’s Needed:  10 or more players  1 medium ball  2 buckets

How to Play:  Players form a circle standing arm’s length away from each other.  Place the two buckets in the circle – about 1.5 metres apart. Players should be about 3 metres from any bucket.

BALL GAMES  One player is “It.”  Players in the circle try to toss the ball in one of the buckets (without stepping inside the circle) while “It” tries to block the ball using his hands, feet, or body.  Players can pass the ball amongst themselves to try and get a clearer shot at a bucket. 18 18  The player that gets a ball in a bucket becomes the new “It”. 19 19 Triangles BALL GAMES

What’s Needed:  3 or more players  1 rubber ball  3 markers (e.g. beanbags) for triangle points or chalk  A large playing surface

How to Play: Variations:  Players mark out a large triangle on the  If a player misses twice, all ground with chalk or markers. three players are replaced.  Players stand at each of the corners and  If only playing with three throw the ball to each other clockwise, very people, each start with 10 quickly.

points. For every miss, the  If a player misses twice, he/she changes player loses a point. places with the person in line behind  The person with the most points him/her. at the end of the game wins.

20 Add Your Game:______

What’s Needed:  ______ ______ ______

How to Play: Other Considerations:  ______ ______ ______ ______ ______ ______ ______ BALL GAMES BALL ______20 ______21 21 Add Your Game:______

What’s Needed: BALL GAMES  ______ ______ ______Other Considerations:  ______How to Play: ______ ______ ______ ______ ______ ______ ______ ______

______

Add Your Game:______

What’s Needed:  ______ ______ ______Other Considerations:  ______How to Play:  ______ ______ ______ ______

BALL GAMES BALL ______ ______ ______ ______ ______22 22 23 23

Knights of the Round Table TAG GAMES TAG

What’s Needed:  Hula hoop for each player  The player who was hit tries to get

 1 metre pool noodle the noodle and re-hit the hitter  1 chair GAMES before he/she takes possession of How to Play: the hoop.  Players stand in hula hoops in a large circle  If the first hitter makes it back to around the playing area. the hoop safely there is a new hitter. It’s very likely that players  One player is selected to be ‘it’ and this will be hitting each other player stands in the middle of the circle with frequently as they try for the pool noodle. The ‘it’ moves around the ownership of the hoop. circle and selects one player to hit, on the

legs, with the noodle. Variation:  After that player is hit, the hitter races to  Add another noodle and have two the chair in the middle of the circle and games at one time. places the noodle on the chair.

Steal the Banana

What’s Needed:  Place the “banana” (stick, ball or  2 teams of 4 or more players bandana) in the centre between  1 stick, ball or bandana the two lines.  To start the game, the leader calls How to Play: out a number.  Pairs of thieves try to steal the  The players who share that number “banana” and make it “home” without race to grab the “banana” and get being tagged. back to their place in line without  Teams line up facing each other, being tagged by the opponent. If about 3 metres apart (players in line the player makes it home without should be about 1 metre apart). being tagged, the team gets a

TAG GAMES point. If the player is tagged, no  Start at the right end of each line. point is awarded. Players count off down their line so players with the same numbers are  Keep calling numbers out of order diagonally across from each other. until all numbers are called.  The team with the most points 24 wins. 25 25

Tail Chase TAG GAMES What’s Needed: Variation:  Marked off safe area for play  Six-tail chase: Six players play  Scarves, ropes or cloth for ‘tails’ in an approximately 4 metre wide square area. Each player How to Play: has a tail.  Players stuff a small part of their ‘tail’  At the start signal, players try (cloth, scarf, rope) in the back of their to snatch each other’s tails shorts. without losing their own.  On leader signal, each player tries to grab  Players who lose their tail may his/her partner’s tail without having continue playing, but must try his/her own tail taken. to find another tail to replace  When tail is removed, the player puts it the one they lost. back again and tries again.  Play for 2 minutes and see who  Count how many times a tail can be removed has the most tails. in time given.  No body contact.

Add Your Game:______

What’s Needed:  ______ ______ ______

How to Play: Other Considerations:  ______ ______ ______ ______ ______ ______TAG GAMES ______ ______ ______26 26 27 27

Acka Backa, Soda Cracker GAMES SKIPPING

What’s Needed:  1 (s)

How to Play: Rhyme:  Two players turn the rope (one at each My mother and your mother, end). Live across the way.  Each player chants this rhyme while Every night they have a walk, And this is what they say. jumping (see next column). Acka backa soda cracker,  When one player jumps out of the Acka backa backa boo. turning rope, another jumper comes in Acka backa soda cracker, and does the same. Out goes you!

All in Together

What’s Needed: Rhyme:  1 skipping rope(s) All in together, girls Never mind the weather, boys GAMES Hark! Hark! How to Play: I hear the teacher tapping on the  Two players turn the rope (one at each end). window.  The players recite the rhyme while jumping January, February, March . . . (run and follow the directions in the rhyme. out on birthday month) One, two, three, four, five . . . (run  The players run in from the side and try to out on birthday date) keep skipping during the rhyme. Monday, Tuesday, Wednesday . . . (run out on day of birth) One, two, three, four, five . . . (run out on age) SKIPPING

28 28 29 29

Alphabet Rhyme SKIPPING

What’s Needed:  1 skipping rope(s) Rhyme: How to Play: My name is Alice, and my  Two players turn the rope (one at each end). Friend’s name is Allen. And we came from Alberta

 Recite this rhyme while jumping (see next With a carload of Apples. column). My name is Barbara, and my GAMES  Continue through the alphabet. Friend’s name is Betty. And we came from Barrie  When the jumper makes the rope stop, the With a carload of Beans. next person takes a turn.

Apples, Peaches, Pears & Plums

What’s Needed:

GAMES  1 skipping rope(s)

How to Play:  Two players turn the rope (one at each end). Rhyme:  Players run in on their birthday month and Apples, peaches, pears and plums, Tell me when your birthday comes, run out on the day of their birthday. January, February, March . . .  Recite this rhyme while jumping (see next 1, 2, 3, 4 . . . column). SKIPPING

30 30 31 31

Double Dutch SKIPPING What’s Needed:  1 or 2 skipping ropes

How to Play:  With one long rope: one player wraps rope behind his/her back, over forearms, and through his/her hands while another player holds the two ends.  With two ropes: two players hold the ends of the two ropes.

 In Double Dutch, turn the ropes so they don’t “kiss” (slap together). GAMES  Another player jumps into the ropes (without stopping the rope) and continues to jump rope. If the player is a good jumper, turn the ropes faster.  When the jumping player makes the ropes stop, the next person takes a turn.

Variations:  Count the number of successful jumps.  Add rhymes.

Engine, Engine

What’s Needed:

GAMES  1 skipping rope(s)

How to Play:  Two players turn the rope (one at each end).  Recite this rhyme while jumping (see below).  When a player stops the rope, the next person takes a turn. Rhyme:

SKIPPING Engine, engine, number Nine, Going down the Chicago line. See it sparkle, see it shine, Engine, engine, number Nine 32 32 33 33

Ropes SKIPPING What’s Needed:  1 skipping rope(s) Variations:  Count the number of How to Play: successful jumps.  2 players turn the skipping rope (one  Add rhymes at each end).  Another player jumps into the rope

without stopping the rope and

continues to jump rope. GAMES  When the jumping player makes the rope stop, the next person takes a turn.

Sports Car

What’s Needed: Rhyme:  1 skipping rope(s) Sports car, sports car, GAMES A 1968, How to Play: Turn around the corner, Slammed on the brakes,  Two players turn the rope (one at each end). Bumped into a lady,  Recite this rhyme while jumping (see next Bumped into a man, column). Bumped into a policeman, And man, Oh man!  Turn the rope very quickly while saying the Policeman caught me, numbers. And put me in jail. All I had to drink was gingerale. How many bottles did I drink? SKIPPING 10, 20, 30 . . . (count until jumper misses)

34 34 35 35

Teddy Bear, Teddy Bear SKIPPING

What’s Needed:  3 or more players  An open area  Long skipping rope (14-20 feet) Rhyme: How to Play: Teddy Bear, Teddy Bear,

 Two players turn the rope (one at Turn Around. each end). Teddy Bear, Teddy Bear, GAMES  Recite this rhyme while jumping (see Touch the ground. next column). Teddy Bear, Teddy Bear, Show your shoe.  The player follows the direction of Teddy Bear, Teddy Bear, the rhyme. How old are you? One, two, three, four . .  When the jumper makes the rope . stop, the next person takes a turn.

Two Little Hummingbirds

What’s Needed:  1 skipping rope(s) Rhyme: GAMES How to Play: Two little humming birds sitting in a tree,  Decide what names (i.e., Peter and Paul) you (No-one skips, just the rope will use and which player will have which turns) name. One called Peter and one called  The rope must always be turning. No one is Paul, (One child comes in and then the skipping at this point. other)  Say the rhyme in the next column to start Fly away Peter, Fly away Paul, one player or two players skipping. (One child skips out and then the other)

SKIPPING Come back Peter, Come back Paul. Variation: (One child returns and then the  Make different rhymes by using different other) 36 36 names of children in the group. 37 37

Add Your Game:______SKIPPING What’s Needed:  ______ ______ ______

How to Play: Other Considerations:  ______ ______GAMES  ______ ______ ______ ______ ______ ______

Add Your Game:______

What’s Needed:  ______

GAMES  ______

 ______Other Considerations:  ______How to Play: ______ ______ ______ ______ ______

SKIPPING  ______ ______ ______38 38 ______39 39

Chinese Jump Rope Introduction & HOPSCOTCH ELASTICS

About:GamesGames BasicInstructions  A third player, called the “jumper,” Chinese Jump Rope is a rope skipping game must then complete a specific that is popular around the globe. Central pattern of jumps without making European children call it gummitwist, while any mistakes. See the following kids in Great Britain and New Zealand call the pages for a variety of jumping game “Elastics.”. patterns and chants.

What’s Needed:  If the jumper completes the moves without any missteps, pauses, or  3 or more players interruptions, the rope is moved  A 3 metre piece of rope, elastic string or further up the body (ankles, mid- cord, tied in a loop. shin, knees, mid-thigh, hips). How to Play:  If the jumper fails to complete the  Two players, referred to as “holders” or pattern, she or he is out. The “enders,” place the circle of rope around players rotate their positions and their ankles and spread their feet far the next player becomes the enough apart so that the rope is taut and jumper. doesn’t touch the ground.

Basic Chinese Jump Rope

What’s Needed:  3 or more players  A 3 metre piece of rope, elastic string or cord, tied in a loop

How to Play:  See page 39 for basic instructions.  The jumper jumps so both feet land inside the rope, then with both feet straddling outside the ropes on either side.  The jumper alternately straddles the single rope on each side, then places both feet back inside the rope, and then straddles the rope again.  The jumper jumps so that the left foot lands on the left rope and the right foot on the right rope. ELASTICS & HOPSCOTCH Chant: "in-out-side-side-in-out-on" 40 40 41 41

Variations of Chinese Jump Rope & HOPSCOTCH ELASTICS

GamesGamesBasicInstructionsVariations: : What’s Needed  Skinnies: holders hold the rope with only  3 or more players one foot so there’s little jumping space  A 3 metre piece of rope, elastic between the ropes. string or cord, tied in a loop  Wides: holders spread their feet as wide How to Play: as they can so the ropes are far apart.  See page 39 and 40 for basic  Diamonds: holders hold the rope with just instructions. one foot while the jumper moves the feet to form a diamond pattern.  Scissors 1: jumper starts with both feet straddling the rope, and then crosses her legs while dragging the ropes so they form a scissor shape.  Scissors 2: the strings are criss-crossed in an X pattern, and jumpers move their feet into various parts of the X.

Other Chinese Jump Rope Patterns

What’s NeededGamesGames: BasicInstructionsHow to Play:   3 or more players See page 39 and 40 for basic  A 3 metre piece of rope, elastic string or cord, instructions. tied in a loop ELASTICS & HOPSCOTCH

42 42 43 43

Hopscotch & ELASTICS HOPSCOTCH

What’s Needed:  Chalked out hopscotch lines or painted blacktop hopscotch lines  Puck; beanbags; buttons; beans; or other small objects  6 to 8 players on each side

How to Play:  Hop and land on one foot in area four.  Arrange teams in a line with player number  Hop and land with left foot in area five one facing square number one. and right foot in area six.  Player number one stands on one foot  Continue pattern, hopping and landing outside area one and holds a “puck” in with one foot in single spaces and two his/her hand. feet in adjacent areas.  Player number one tosses the “puck” into area one then hops over this area and lands (Continued on following page)... with left foot in area two and right foot in area three (spread eagle position).

Hopscotch (continued)

How to Play:  Two hops are permitted in area ten in  Player one continues pattern through order to turn and be in a ready position area ten and back. for the return movements.  A player is out if he/she steps on a line,  Upon landing in areas two and three, lean tosses the “puck” on a line or in the forward, pick up “puck” and hop out. wrong area, changes feet on single hops, or touches hand or other foot  Player number one now tosses the “puck” during any hopping or retrieving into area two and repeats the pattern. movement. The player may not land in area two.  When a player commits an error,  On the return movement, player one must he/she goes to the back of the line. land on one foot in area three, pick up “puck”, hop over to area two, then to area one and out. ELASTICS & HOPSCOTCH

44 44 45

Basic Shooting Techniques MARBLE The Roll Think of a bowling ball. Gently cup the marble in your hand and let it roll down the runway. The Flick Put the marble on the ground. Your thumbnail should be touching the ground. Flick the marble with your index (first) finger. The Nudge Put the marble on the ground. Crook your index (first) finger

and give the marble a push or nudge. GAMES Footsies Stand tall. Put the marble beside the instep of your shoe. Gently shove the marble ahead with the toe of your other shoe. The Knuckle Down Put the marble in the crook of your index (first) finger. Rest your knuckles on the ground. Flick your thumb against the marble.

Basic Marble Terms

Marble Names: Aggie (Agate): is cloudy or white, hard to see through Cat’s Eye: Look inside the marble. Do you see a cat’s eye? GAMES Dib: A plain marble, use it for practice Rainbow: A multi-coloured swirl in the middle of the marble Crystal: Clear, coloured glass marble Biggy or Boulder: A big marble, keep it safe Ball Bearing or Steely: A large steel ball

Terms to know: Keepsies (keep-zeez): When you play for keepsies, you can lose marble to the winner. MARBLE Funsies (fun-zeez): No harm done. Win or lose, you get your marbles back at the end of the game. Sharesies (share-zeez): Divide marbles to share with other players. All marbles are returned at the end of the game. Trysies (try-zeez): Practice round, owners get all their marbles back. The Shooter: Is it your turn? If so, you’re the shooter. Shooter Line: Use chalk to draw a line on hard top, or use a stick for a line on soft 46 46 top. Players must stand, sit or crouch behind the line when playing.

47 MARBLE GAMES _

______she she : last she must returned to returned

______marbles hit, he/ hit, marbles    Other Considerations: 

yers should also agree in agree also should yers ollects both marbles. If he/ If marbles. both ollects 'for fair' (all marbles (all fair' 'for (winners 'for keeps' or owner) weep). losers keep, If the two two If the c shoot may player first the misses, field. the on marble either at the collects player If a he/ field, the on marble next the for a marble shoot at. shoot to player Pla playing are they whether advance   Other Consideration  Out - she Boss her hand up hand her /she places /she He : hit the first the hit m. m.

n his/her opponent's his/her n 1

:

MARBLE GAMES together. fingers her

If they hit it, they collect they it, hit If they

Add Your Add Game:______marbles are close enough, he/ enough, close are marbles /she then draws draws his/ then /she ______He tempt to 'span' the 'span' to tempt   How to Play:      What’s Needed her index finger o finger index her

hile bringing bringing his/ hile

marble. marble. w both marbles. both two If the at can and marble own his/her on thumb his/her his/ The first player shoots one marble onto the onto marble one shoots player first The area. be any which can field, playing to tries player The second marble. player's Marbles Players

MARBLE MARBLE  GAMES  How to Play:    What’s Needed

48 2 49 49

Bunhole

What’s Needed: MARBLE  Marbles  Players

How to Play:  Dig a 30cm wide hole in the center of the playing field.  Players attempt to get a marble as close as possible to the hole without going

in.

 The player who rolls their marble closest without going in wins a marble from GAMES each player.  Knocking in your opponent's marble is permitted - if you can knock the closest marble into the hole and "stick" your shooter, you can win the game (unless the next player succeeds in doing the same to you ... in this game, you want to be the last to shoot!).

Hundreds

 What’s Needed: If he/she hits it, he/she earns ten points and another chance to shoot  Marbles his/her marble into the hole for ten  Players points. GAMES How to Play:  If he/she misses his/her opponent's  Both players try to shoot their marble, the second player tries to hit marbles into a 30 cm hole. the first player's marble for ten points. If they hit it then they can also try  If both marbles go in, players start shooting his/her marble into the hole over. If one player's marble goes in for ten extra points. and the other player's marble doesn't, the player whose marble went in  Whenever a marble goes into the hole, MARBLE scores ten points. both players start over from the starting line, otherwise all shots are  If neither player's marble goes in, the made from wherever the marble first player now tries to hit the stopped rolling. second player's marble.  First player to reach one hundred 50 50 points wins. 51 51

Poison MARBLE What’s Needed:  Marbles  2 or more players, alone or in teams

How to Play:  Dig a small hole 3-5 cm across in the middle of the playing field, and mark a starting

line on one end.  The playing order is determined by a practice shot from the line towards the hole. GAMES Whoever is closest or makes it into the hole is first.  One at a time, each player shoots their marble toward the hole. The first shot is from the line. All other shots are taken from where the marble lands.  The goal is to get it into the hole so the player that makes it in can become "Poisoned”. Only one player (or team) can be Poisoned at a time.

(Continued on following page)...

Poison (continued)

How to Play:  The Poisoned player gets another turn and tries to hit other player's marbles. If GAMES he/she hits someone, they are out and he/she shoots again until he/she misses. If someone else gets a marble in the hole, they become the new Poisoned player.

 Other players may hit each other as a part of their strategy. If a player hits another player’s marble, he/she shoots again (but no one is out).

 If somehow their marble hits the other marble two times (if it hits and rolls up a hill and hits the same marble while going down), it's called "Double Shots" and the player gets to shoot the marble two more times. MARBLE  If a non-poisoned player hits the poisoned marble, he/she is out.

 The last marble (or team) in play is the winner. They get to keep all the marbles that were in play from the beginning. 52 52 53 53

Ringer MARBLE What’s Needed:  13 Marbles  2 to 6 Players  Chalk

How to Play:

 To determine which player goes first,

draw a line on the ground. The players GAMES shoot at the line from 3 metres away. The player closest to the line goes first.  Draw a ring (a large circle – usually about 1-3 metres) and put 13 marbles in it. The marbles should be in a cross and spaced 7- 8 cm apart. The size of the circle is often determined by the skill of the players. The bigger the circle, the more skill is (Continued on following page)... required.

Ringer (continued)

 Each player shoots in turn from outside the circle (knuckling down at the edge of the circle and flicking their shooter), trying to hit a marble out of the ring while keeping his/her shooter inside the ring.

GAMES  If the shooter has a miss, his/her turn is over and he/she picks up the shooter.  If the shooter has a hit, but the shooter also rolls out of the ring, he/she keeps the marbles that rolled out and his/her turn is over.  If the shooter has a hit and the shooter stays in the ring, then the player shoots again from the place where the shooter stayed.  On each new turn a player shoots from anywhere outside the ring.  The person who collects the most marbles is the winner. MARBLE

Variations:  Every player contributes 4 marbles that are placed randomly inside the circle.

 If playing indoors, use tape, string or a hula hoop instead of chalk. 54 54  If playing indoors, use small indoor balls instead of marbles. 55 55 Skelly

What’s Needed: MARBLE  Marbles  Players

How to Play:  Draw a square 30 cm across. Mark a starting line outside of the square.  Each player randomly places a few targets (marbles) inside the square.

 The playing order is determined by a practice shot from the line towards the square. GAMES  The one closest, shoots first and plays until he/she misses one of the targets.  Players can shoot from elevated positions and can shoot at any of the marbles.  For a marble to be counted and kept, it has to go out of the square on the fly, without rolling.

Other Consideration:  This game works best when dense aggies (or steelies, if all players agree to it) are used to hit lighter target marbles.

Add Your Game:______

What’s Needed:  ______

GAMES  ______ ______

How to Play: Other Considerations:  ______ ______ ______ ______MARBLE ______ ______ ______ ______ ______56 56 ______57 57 Baseball Roundup

What’s Needed: INDOOR  5 or more players  1 ball for each player

How to Play:  Players form a circle.  Start with one ball. The player holding the ball tosses it to the player two people to his/her right (e.g. Player One has the ball and GAMES passes it to Player Three).  When the ball gets back to the first person, add another ball.  Keep adding balls until everyone has one.  In the dry weather, play with a larger ball and roll it or kick it between players.

Circle Delight

What’s Needed:  2 small objects (e.g., 2 different coloured balls, rubber animals, flying discs) GAMES How to Play:  Players stand in a tight circle, shoulder-to-shoulder.  Select two players standing beside each other to be the starters.  On the ‘go’ they pass their ball to the second player to their left or right, one ball is going in one direction and the second ball in the other direction.  The team with the ball back to the start first wins. After each round players

INDOOR take a step back.  When the circle gets quite large add more balls. Players are not allowed to interfere with another team’s balls. 58 58 59 59

Classroom Paper Ball

What’s Needed:

 2 empty baskets or waste bins INDOOR  2 Hula hoops  Paper

How to Play: Variation:  In the classroom place two empty baskets or  Players must be seated. waste bins at the ends/sides of the room.  Around the baskets place hula hoops, or create a

zone where no player is allowed to enter. GAMES  Divide the class into two equal teams and scrunch recycled or Good-On-One-Side (G.O.O.S.) paper to make paper balls.  Players may only take up to three steps, or whatever is safe in your environment, pass to a teammate and try to throw the paper into the basket.

Dance Fever

Variations: : What’s Needed  Learn a new dance routine together.  Music (CD or electronic playlist) Learn a dance and teach it to the  CD player or computer group. GAMES How to Play:  Create a dance circle. Players take turns leading the group in a dance  Select some fun music – consider modern move. hits, “oldies,” or music from other cultures. Make sure it is teacher-approved.  Bust a move. Players write dance or  Play the music and invite students to dance fitness moves on paper ballots. Take along. turns drawing ballots and performing the move individually or as a group while the music plays. Variation: All INDOOR players draw a ballot to start. When the music pauses, each player exchanges ballots with another player, 60 and performs the new dance move until 60 the next exchange. 61 61 Electric Shock

What’s Needed:  Players can also be asked to work with INDOOR  10 to 40 players their partner to complete a task  Numbered cube before returning to the front of the line. Points can be awarded for team How to Play: work.  Divide teams equally sitting holding hands  Once task is completed, the student back to back. runs to the front of the line where

 The electric shock starts with the roll of a the electric shock is sent again dice. When the number agreed upon by the through an agreed upon number on the GAMES leader and the first participant in each row dice. appears, the shock is spread by squeezing  The game is done when every player hands. has completed the task and the teams  As the shock progresses down the line and are sitting in their original order. reaches the last participant, the last Other Consideration: participant must perform some task before  Keep task age appropriate to ensure racing to the front of the line. participants are safe and actively  The task can be as simple as jumping jacks, engaged. running a relay, searching for an object or drawing a picture etc.

Add Your Game:______

What’s Needed:  ______

GAMES  ______

 ______Other Considerations: How to Play:  ______ ______ ______ ______ ______INDOOR  ______ ______ ______62 62 63 63 Fox and Goose WINTER GAMES What’s Needed:  The Fox chases the geese by following  8 to 12 or more players the lines. The geese must stay on the lines too. When a fox tags a goose How to Play: they are it and can either be eliminated or become foxes.  Using as many participants as possible, form a large circle in the fresh snow.  The game ends when all the geese have been caught.  Everyone shuffles their feet as they make a large pie shaped circle in the snow. The Variations: group then proceeds to divide the pie into  The fox must be on the same line as a eight sections, again using their feet. In goose in order for a tag to count. the centre is a hub where all sections intersect.  No jumping from one line to another. All players must change lines only at  Spray the lines with water mixed with the intersections. food colouring from a used Windex bottle.  Make two Fox and Goose games where  Choose one or two to be the foxes and the they are joined at the wheel like a rest are the geese. pair of .

Snowy Ball

What’s Needed:  High jump standards  Rope  Ball  6 to 9 players

How to Play:  The ball is tossed over the net to  Mark out a volleyball court using your feet start and the receiving team must and spray the lines with water mixed with catch it, make three passes, and food colouring from a used Windex bottle.

WINTER GAMES throw it back over the net.  Set up two high jump standards with a rope hung across as a net.  Play a version of volleyball where players 64 catch and pass the ball rather than volley 64 and bump it. 65 65

Snow Scooper WINTER GAMES

What’s Needed:  Scoop  Players fill their scoop with snow  Pylon at the pylon and quickly return to  Pail for each team deposit the snow into the pail.  Object is to be the first team to

How to Play: fill the pail.  Divide participants into evenly distributed teams. Each team will need a scoop, a pylon, Other Consideration: and a fairly large pail.  Be cautious of icy areas on the field.  Place the pylon 10 metres away from the team and keep the pail where the pail is located.  Players take turns running to the pylon,

carrying the scoop with them.

Add Your Game:______

What’s Needed:  ______ ______ ______

How to Play: Other Considerations:  ______ ______ ______ ______ ______WINTER GAMES  ______ ______ ______66 66 67 67 Miss Mary Mack CLAPPING What’s Needed:  Recite this rhyme while clapping:  2 or more players in pairs Miss Mary Mack, Mack, Mack. All dressed in black, black, black. How to Play: With silver button, buttons, buttons,  Partners start by facing each other. All down her back, back, back. She asked her mother, mother, mother,  Each person begins by clapping their own For fifty cents, cents, cents, hands together, at the same time as their To see the elephant, elephant, elephant, partner. Jump the fence, fence, fence.

He jumped so high, high, high.  Next, each person claps their hands against He reached the sky, sky, sky. GAMES their thighs, at the same time as their And he never came back, back, back, partner. Till the end of July, ‘ly, ly.  Next, each person claps their own hands again.  Partners clap hands three times when saying the repeated words.

See See My Playmate

 What’s Needed: For “more, more, more” - clap your partner’s hands once for each time you  2 or more players in pairs say “more”. How to Play:  Recite this rhyme while clapping: GAMES 1. Each person begins by facing their partner and See, see my playmate, Come out and play with me, holding hands. Swing hands back and forth two And bring your dollies three, times (two beats). Climb up my apple tree 2. Each person claps their right hand against their Slide down my rain barrel, partner’s right hand. Repeat with left hand. Into my cellar door, And we’ll be jolly friends, 3. Next, each person claps their own hands Forever more, more, more! together two times. See, see oh playmate, 4. Partners clap the back of their hands together I cannot play with you. My dolly has the flu, (like backwards “high ten”). CLAPPING Boo hoo, hoo, hoo, hoo, hoo, 5. Each person claps front hands together (like a Ain’t got no rain barrel, high ten). Ain’t got no cellar door, But we’ll be jolly friends, 6. Repeat from step 2. 68 68 Forever more, more, more. 69 69

Stella Ella Olla CLAPPING

What’s Needed:  Recite this rhyme while clapping:  2 or more players in pairs Stella Ella Olla Clap, clap, clap How to Play: Say es chico chico Chico chico chop  Players stand in a circle with their right hand Say es chico chico over the left hand of the person on their right. Velo, velo, velo, velo, velo

 One person starts the game by clapping her right Say 1, 2, 3, 4, 5! (may go up to 10) hand against the person’s left hand. This pattern GAMES works so everyone is clapping the person next toVariations : his/her left hand.  With larger groups, those who are  When the rhyme gets to 5 (or 10), the person out can start new, smaller games. clapping tries to clap the hand of the person next With 2 players, players hold right to them. The other person tries to move their hands while facing each other. They hand out of the way. bend their elbows and put their left  If the person clapping touches the person’s hand hands out. Instead of clapping, they beside them, the person touched is out. If rock their right hands back and he/she moves their hand in time, the clapper is forth, touching the outstretched out. left hand.

Add Your Game:______

What’s Needed:  ______Rhyme:

GAMES  ______ ______ ______ ______How to Play: ______ ______ ______ ______ ______ ______ ______

CLAPPING ______ ______ ______70 70  ______71

Add Your Game:______CLAPPING

What’s Needed: Rhyme:  ______ ______ ______ ______ ______ ______How to Play: ______

 GAMES ______ ______ ______ ______ ______ ______ ______ ______

Add Your Game:______

What’s Needed: Rhyme:  ______ ______ ______ ______GAMES  ______

______How to Play:  ______ ______ ______ ______ ______ ______ ______CLAPPING  ______ ______72 ______73 73

Alligator SCISSORS PAPER, ROCK,

 However, if they lose to the What’s Needed: alligator they must go back to  Hoops or pylons as “stations” the start and begin again.  Fitness ideas for variation  The first player to the end of How to Play: the playing area wins.  Arrange the playing area in a rectangle with an Variation: ‘alligator’ (the leader) in the middle. Use hula  Place fitness challenges at each hoops or pylons to identify the stations. station and players must  All the players begin at the entrance to the complete the fitness challenge game. before they play RPS.

 Players randomly challenge other players to a Start X X X X game of Rock-Paper-Scissors (RPS), entering the game and moving forward as they win.  When a player loses a game of RPS, they race ALLIGATOR X to the centre and play the alligator. If they win that RPS challenge, they go back to the Finish X X X X spot they left.

Ya Baby

What’s Needed: • If a player beats the leader, he/she  3 or more players takes one step forward. If he/she ties, he/she stays still. However, if How to Play: they lose to the leader, they have to • Choose one player to be the leader. The run to the back wall and return to leader stands at “home base” or at the the centre line. wall. • All players that don’t run must shout • Players are lined up along the centre of out together, “YA BABY”. the playing area (10 to 15 feet behind the • Play until someone reaches the leader). All players have their ‘throw’ leader. hands behind their back. • On the “go”, players throw a Rock, Paper ROCK, PAPER, SCISSORS or Scissors. 74 74 75 Sources

Byl, John. (2003). Why paper and scissors rock. Hamilton, ON: Canadian Intramural Recreation Association of Ontario CIRA Ontario. Games from this source: Ya Baby; Alligator

Byl, J., Baldauf, H., Doyle, P., Raithby, A., & Stephen, M. (2003). 50 games with 50 tennis balls. Hamilton, ON:

Canadian Intramural Recreation Association of Ontario (CIRA Ontario).

Games from this source: Catch ‘Em All; Beat the Leader

CIRA Ontario. (n.d.). Great Games by Great Kids. Hamilton, ON: Canadian Intramural Recreation Association of Ontario (CIRA Ontario). Games from this source: Classroom Paper Ball

Doyle, Pat. (2009). Winter Play. Hamilton, ON: Canadian Intramural Recreation Association of Ontario (CIRA Ontario). Games from this source: Snow Scooper; Snowy Ball; Fox and Goose

Durham Region. (n.d.). PROPS. Games from this source: One Wall Handball; Ordinary Dictionary; Chinese Jump Rope; Hopscotch; Hamburger Haven

Land of Marbles (2014). Retrieved from http://www.landofmarbles.com/marbles-play.html 76 Games from this source: Boss-Out; Skelly; Hundreds; Bunhole; Poison; Ringer Ophea. (2014). PlaySport. Games from this source: Tail Chase; Electric

Raithy, Andy. (2010). A round of circle games. Ancaster, ON: Canadian Intramural Recreation Association of Ontario (CIRA Ontario). Games from this source: Knights of the Round Table; Circle Delight

Region of Peel. (2012). Playground Activity Leaders in Schools. Games from this source: Sevens; Are You Coming Out Sir?; Ordinary Dictionary; 4 Squares; Ball’s Eye; Team Ball’s Eye; Alphabet Sequence; SPUD; Circle Ball; Alaskan Baseball; Elephant; Towers; Triangles; (originally Steal the Bacon); Teddy Bear, Teddy Bear; Ropes; Double Dutch; Two Little Hummingbirds; Acka Backa, Soda Cracker; Alphabet Rhyme; All In Together; Engine, Engine; Apples, Peaches, Pears and Plums; Sports Car; Basic Shooting Techniques; Marble Names; Stella Ella Olla; Miss Mary Mack; See See My Playmate; Baseball Roundup

Rules for Ringer (A Marbles Game). (2012). Retrieved from: http://scoutermom.com/6449/rules-ringer-marbles- game/ Games from this source: Ringer

(Halton Region, Original Source, August 2014). Games from this source: Dance Fever For the Program